So this is now the third time today I've played a "new" game on kong, played a single level, and stopped playing because I've already played a dozen other games just like it. Getting kind of bored of the constant stream of clones that add nothing new to their genre.
More weirdness: Finding pipes in trees and cash in trash cans. Zombie falling through the ceiling to attack me, but it's a one story house. Go outsiside then back in, and the hole in the ceiling is fixed. Some zombies have longer reach than me with a machete: there's a certain spot I stand in sometimes where I can't hit them, but they can hit me. Long weapons like hockey sticks don't appear to have any better range than short weapons like kitchen knives: I can swing the stick so that it's going completely through a zombie and coming out the other side, but it never hits until I get into knife range.
Likable, but quirky. Melee attacks sometimes go visibly through a zombie several times until the zombie turns and notices you, and only then can hit. It's odd that we have to get quest keys to open some doors, but can pick the locks on others. And when the lock is on something like a residential door that's basically made out of heavy cardboard, the "riskiness" of breaking the lock seems contrived. Some things about the interface are awkward, and the "press e" to change areas choice is especially so. Still, this is probably best candidate for weekly winner. Just kind of rough in some places.
@ChessTyrant Each point of wisdom gives a 2% bonus to xp. So for every point you invest in wisdom, you need to get FIFTY levels to break even on the investment. The only venefit to levels is skillpoints, so it doesn't matter if you level faster, only the benefit you get from skills. Level 2 with 1 point in a useful skill is better than level 21 with 20 points in wisdom. Wisdom stat is pretty much a waste of points.
@helper153: That's because destroying creeps generates money. If you make lots of creeps, you're basically giving your opponents money. The winning strategy appears to be to build no creeps at all, spend all your money on towers, then only build creeps to finish off your opponents once you're far enough ahead that they can't easily kill them.
@miatoro The limit meter charges when you take damage. Once you've played through the game half a dozen times and you're level 36 or so fighting lower level monsters, and having gone through the fifth secret area several times to pump everyone defense/evade up to ridiculous levels...you don't take much damage anymore, so your limit break doesn't charge much. This isn't a game flaw. It's a sign of how awesome the game is that you would keep playing it several times over and over after having beat it already.
@ipy999 Berserk is very useful in some fights and counterproductive in others. Viking helmet + blizzard sword cuts the hydra down very quickly, for example, but berserk against Akron is suicidal because of all the summons. Problem is that Matt is the only one there's ever any reason to use berserk with, since Natalie is a caster. and the vast majority of Lance's damage comes from tank and unload. And since any time you want to use berserk you probably know in advance and can use the helmet, there's very little reason to ever use the ability itself.
After having played through on epic from scratch twice now, I can say that the FAQs that advise giving all attack boost food to Matt are HORRIBLY wrong. Lance can dish out way more damage than Matt can, and the viking helmet berserk trick doesn't work well on Akron because he summons so often. Giving attack boosts to Lance will make the final battle much easier than giving them to Matt.
5/5.
Two requests however: 1) Persistent upgrades for completing achievements, and make the game slightly more difficult so that getting those upgrades is useful towards game completion. 2) At present, the prince's gear gets permanently downgraded when revisiting previous levels. Get steel/adamanant/etc gear on one level, then go back to get hard an level one, and POOF all that gear is now wooden. If gear needs to be temporarily downgraded to the best possible for that level, ok...but please restore the original state when going back to later levels. Thanks.
I'm not sure I understand the second part. If I get higher level equipment and go back to early chapters I keep all my gear. The only time it resets is during endless mode, because you start from scratch each time (and when I return to story I still have my gear). Is that not how it functions for you?
While in combat, with graphics set to low, the plugin container for this game is eating 60-90% of my cpu cycles even just sitting there not doing anything. As soon as combat ends, that drops to 2-3%. The idle combat graphics of this game eats more cpu cycles than world of warcraft and almost as many as eve online. Something is horribly wrong here.
Difficulty curve could stand to be re-evaluated. Personally, I went through the first 12 levels, completed them all successfully the first time, even the level with flyers but no catapults. But, I've now attempted level 13 about 5 times and failed every single time. A more gradual curve would be preferable to a flat plane into brick wall. Anyway, despite all the feedback, am I giving it a 5/5. I'm enjoying it, and that's part of why I'm offering so much feedback. It's a good game. It's cute. It's fun. That said, there are some rough edges that could be improved. Also, like pretty much every third comment on every page is saying, the clickfest that is books really isn't fun. You it's to give players "something to do." Ok. Well, machine gun clicking isn't fun. Don't deliberately give us unfun things to do. Related: the delay between fantasy being visible and actually being collectible is mildly annoying. Please change that. Again though, good game, thanks for making it.
More feature requests: * We should be able to start levels without completely filling our toy slots. * An option to buy more horizontal space would be nice. * During the tutorial there's a counter to show how many are completed out of how many done. Would like to have a similar counter for the rest of the game. Or, better yet, a standard "level select" screen that would allow us to replay levels, while simultaneously showing our progress through the game.
More feature requests: options to restart a level and exit to the menu during a round. "Resume" seems to be the only option on the pause menu. Also, "r" as a restart shortcut key is fairly common in TD games.
Feature request: add an option somewhere to disable the "next wave" notice that keeps popping up over the map. Not only does it obscure vision, it's transparent to mouseclicks if you have a toy ready to place.
@kome360: See if you can locate a copy of crusade_trophies.sol and put it in your chat.kongregate.com flash save folder. However, some of the carry-over acheivements don't work (spells, house) many that do work are nearly worthless because they can be made obsolete within 2-3 battles (gear, potion and stat acheivements.) The extra 10 hp is nice, but not a big deal. The only trophies that really make a difference are the ascended one / demon acheivements for having beat Crusade. But, while useful, they're moderately annoying because playing one of those races gives you a nice chest armor to start with, but that can never be removed or replaced over the course of the entire game. So, yes, you can fix your situation, but getting crusade achievements before playing revenant just isn't that important. The only real reason to do it is to play an ascended one or demon for the aesthetics of it.
Like it, but the interface is klunky. Move the mouse too quickly or too much and the piranha can end up off the screen, stuck in a 5-6 second long arc and sometimes stuck in the ground. You can eat people off the edge of the screen but you can't see them, and getting to them requires you to jump and sometimes get stuck. While you're stuck, or in one of those ridiculously long jump arcs, sharks can eat you but piranha won't response to your mouse. Again, I like the game, but the interface is very awkward.
I'm not sure I understand the second part. If I get higher level equipment and go back to early chapters I keep all my gear. The only time it resets is during endless mode, because you start from scratch each time (and when I return to story I still have my gear). Is that not how it functions for you?